Note: Due a change in rules, all planeswalkers now carry the Legendary supertype. The name restriction no longer applies. The cards in the CW have been updated to reflect this change.

CAUTION: As of the CW dated 9/18/2017, all foreign spoilers where the spoiler translations were inaccurate have been renamed to their correct English names. If you made a deck prior to that with Ixalan cards, you may experience an error due to a missing card. Please make sure you have the latest CW and check the deckbuilder for messages related to missing cards to determine the problem card(s). You can save your deck with the correct card or remove it in the deckbuilder.

Last edited by Splinterverse on 27 Jan 2018, 16:06, edited 36 times in total.

All planeswalkers in the game should now follow the new rules (as of Ixalan, they are treated as legendary cards without restrictions on the number of a planeswalker with the same name in play). On the technical side, this means that all planeswalkers (past and present) have had the Legendary supertype added to their card's code and the planeswalker manager has had it's name restriction code commented out.

I am not sure if the following cards are possible and would appreciate feedback from other coders:

-- Savage Stomp - it's cost is reduced based on the type of creature it targets.

-- Trove of Temptation - it includes this text "Each opponent must attack you or a planeswalker you control with at least one creature each combat if able."

EDIT TO ADD: The spoiler tool that we use appears to be having issues, so I won't be able to do much more coding until that is fixed or the cards are added to the Gatherer.

I've "fixed" the spoiler tool. Not really fixed, exactly, but I set up a new simple utility to go through the list of cards it's already dealt with and remove any instances of ones that haven't actually been coded. This way, it removes all of the false positives when it sees a spoiled card and checks if it's already been dealt with. It caused a little more than 200 cards to be removed from the list of cards that have been done already, and of those, a little over 100 were handled properly by the spoiler tool. The rest may need to wait for Gatherer.

For Savage Stomp, I wonder if it might be possible to have it set up such that while it has an ability that you can activate. It's only activable if there are valid targets that would qualify for a reduced casting cost. If you activate it, then it tells the other (main) spell ability not to allow it to target non-dinos, and it reduces the cost. If at any point there aren't any valid player-controlled dinosaurs, then deactivate the ability, allowing it to target any creature type, but also removing the cost reduction. Not sure if it would work, but worth considering. It's unlikely to be perfectly codable, but it might be possible to get it approximated close enough that it'll work in all common situations.

Xander9009 wrote:I've "fixed" the spoiler tool. Not really fixed, exactly, but I set up a new simple utility to go through the list of cards it's already dealt with and remove any instances of ones that haven't actually been coded. This way, it removes all of the false positives when it sees a spoiled card and checks if it's already been dealt with. It caused a little more than 200 cards to be removed from the list of cards that have been done already, and of those, a little over 100 were handled properly by the spoiler tool. The rest may need to wait for Gatherer.

I was able to get 13 more cards out of that. Thank you for looking into it.

Xander9009 wrote:For Savage Stomp, I wonder if it might be possible to have it set up such that while it has an ability that you can activate. It's only activable if there are valid targets that would qualify for a reduced casting cost. If you activate it, then it tells the other (main) spell ability not to allow it to target non-dinos, and it reduces the cost. If at any point there aren't any valid player-controlled dinosaurs, then deactivate the ability, allowing it to target any creature type, but also removing the cost reduction. Not sure if it would work, but worth considering. It's unlikely to be perfectly codable, but it might be possible to get it approximated close enough that it'll work in all common situations.

azcotic wrote:Maybe we can Merge Rebuff the Wicked + Dawn Charm and give the Siren Two abilities? One for spells that target you and one for target a creature you control.

I believe you are talking about Siren Stormtamer. The issue with that one isn't that players and creatures are being targeted, it has to do with that it can counter an ability as well as a spell. Countering abilities isn't something DOTP2014 can handle unfortunately.

I would love it if we could have every single card in the game, so I appreciate you trying to think of a workaround.